Mirage Source

Free ORPG making software.
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 Post subject: MirageSource.Net
PostPosted: Sat Apr 18, 2009 2:26 am 
If everything goes correct, I should have a release for the MS.Net server by Monday. :D

As it stands, we have my server's source almost completed. Networking being the last milestone.

Also, HUGE thanks go out to Dugor and Dragoons Master.

:D


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 Post subject: Re: MirageSource.Net
PostPosted: Sat Apr 18, 2009 2:28 am 
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Too fast.. you just told me the other day you started it.

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 Post subject: Re: MirageSource.Net
PostPosted: Sat Apr 18, 2009 3:57 am 
Tony wrote:
Too fast.. you just told me the other day you started it.


Haha. It's not too fast. As long as it works, it's good. :D

Dugor is handling all networking aspects, DM has been helping with anything we get stuck on. Haha.

So, we'll have it done, hopefully, by Monday.


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 Post subject: Re: MirageSource.Net
PostPosted: Sat Apr 18, 2009 5:34 am 
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awesome anyone who has the name doom in there name should try it first

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 Post subject: Re: MirageSource.Net
PostPosted: Sat Apr 18, 2009 10:02 am 
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Matt wrote:
Tony wrote:
Too fast.. you just told me the other day you started it.


Haha. It's not too fast. As long as it works, it's good. :D

Dugor is handling all networking aspects, DM has been helping with anything we get stuck on. Haha.

So, we'll have it done, hopefully, by Monday.


Two thumbs up. Looking forward to how it goes.

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 Post subject: Re: MirageSource.Net
PostPosted: Sun Apr 19, 2009 2:28 am 
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Biggest hurdle would be to develop the client in .net, because you'll need to redo the graphics to DX8 or higher. If the project is still going in a few weeks I'll help out.

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 Post subject: Re: MirageSource.Net
PostPosted: Sun Apr 19, 2009 2:39 am 
Asrrin29 wrote:
Biggest hurdle would be to develop the client in .net, because you'll need to redo the graphics to DX8 or higher. If the project is still going in a few weeks I'll help out.


We should be able to use DX7. There are ways to do anything that you can do in VB6. We CAN use a socket array, but Dugor rewrote the entire networking system.

As for the client, I'll worry about that when I get to it. :D


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 Post subject: Re: MirageSource.Net
PostPosted: Mon Apr 20, 2009 4:15 am 
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Yes you can use DX7 in VB.NET (I'm assuming, since more people would be familiar with that). I would actually recommend it since that's what everyone is familiar with on these boards.

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 Post subject: Re: MirageSource.Net
PostPosted: Mon Apr 20, 2009 4:38 am 
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That's like saying stick with vb6 because people are used to it
I say do dx8 or dx9

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 Post subject: Re: MirageSource.Net
PostPosted: Mon Apr 20, 2009 7:05 am 
Doomy wrote:
That's like saying stick with vb6 because people are used to it
I say do dx8 or dx9


For the first release, we'll be doing DX7, simply because it will be easier to get used to the new language, when looking at something that's familiar.

MAYBE at a later date, we'll upgrade. IF we do, it will most likely be to DX9. Pending on what the benefits are, over DX8.


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 Post subject: Re: MirageSource.Net
PostPosted: Mon Apr 20, 2009 10:43 am 
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The only disadvantage of DX8 is that it doesn't support Direct Draw.

DX9 has all the advantages of DX8 that everyone enjoys, as well as support for Direct Draw, which is pretty much needed.

A DD and D3D hybrid engine is what's best, and it's something I quickly pulled up using DX7 in VB6 recently. I say you should keep it as DX7 for now, and get it all working, but you should be able to upgrade to DX9 confidentally with the added D3D overlay.

Good work so far :D

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 Post subject: Re: MirageSource.Net
PostPosted: Mon Apr 20, 2009 12:31 pm 
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Doomy wrote:
That's like saying stick with vb6 because people are used to it
I say do dx8 or dx9


Vast, vast, vast difference. I believe that Microsoft has ended support for VB6. On the other hand, we have VB.NET which will be supported for many years to come. I don't think the people behind this project are stupid enough to not make it DX7 at least for the initial release. New programming language + DX8 + MS community == failure.

Let people get used to the language, and then have future versions that add those layers of complexity. However, to be quite honest, I don't think using DX8/DX9 is necessary whatsoever for what Mirage is meant to offer.

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 Post subject: Re: MirageSource.Net
PostPosted: Mon Apr 20, 2009 12:42 pm 
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I don't see how .png and alpha channel support are a problem. In fact, I find DX8 to be a lot easier to handle that DX7.

As we're using .NET, it means we have access to DX9 which gives us access to the good bits out of DX7 (DD) and DX8 (.png & alpha channels).

I realise Mirage has always had the more archaic systems, but we should probably move ahead. We can't limit the engine just because people might feel a bit lost in a new system.

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


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 Post subject: Re: MirageSource.Net
PostPosted: Mon Apr 20, 2009 4:44 pm 
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Robin wrote:
I don't see how .png and alpha channel support are a problem. In fact, I find DX8 to be a lot easier to handle that DX7.

As we're using .NET, it means we have access to DX9 which gives us access to the good bits out of DX7 (DD) and DX8 (.png & alpha channels).

I realise Mirage has always had the more archaic systems, but we should probably move ahead. We can't limit the engine just because people might feel a bit lost in a new system.

exactly

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 Post subject: Re: MirageSource.Net
PostPosted: Mon Apr 20, 2009 6:47 pm 
This is new for both me and Jacob as well. So, we're learning as we progress. DX7 will be in the initial release. End of story. :P


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 Post subject: Re: MirageSource.Net
PostPosted: Mon Apr 20, 2009 11:12 pm 
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I'm holding the project up because I've been super busy. I'll be helping more as I can.


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 Post subject: Re: MirageSource.Net
PostPosted: Mon Apr 20, 2009 11:13 pm 
Dugor wrote:
I'm holding the project up because I've been super busy. I'll be helping more as I can.


I guess while you're swamped, I COULD start working on the client.. Lol.


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 Post subject: Re: MirageSource.Net
PostPosted: Tue Apr 21, 2009 6:36 pm 
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I tell you what. If you and Dugor can get a server/client to compile in .net and will work enough to get a player moving on the screen, I will dump everything I am working on, including Athrandir, and support this new version, release bug fixes, tutorials, and redo Athrandir using the .net version. I just hate doing ports to another language because of all the annoying compile bugs :P

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 Post subject: Re: MirageSource.Net
PostPosted: Tue Apr 21, 2009 6:57 pm 
Asrrin29 wrote:
I tell you what. If you and Dugor can get a server/client to compile in .net and will work enough to get a player moving on the screen, I will dump everything I am working on, including Athrandir, and support this new version, release bug fixes, tutorials, and redo Athrandir using the .net version. I just hate doing ports to another language because of all the annoying compile bugs :P


As it stands, the server only needs the networking. I've only scratched the surface of the client however. I don't feel like drawing up all those forms. Haha.

And no, I'm not going to get rid of some. This is an actual port. After it's ported, THEN we will focus on optimizing it for .Net.


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 Post subject: Re: MirageSource.Net
PostPosted: Tue Apr 21, 2009 7:12 pm 
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That's what I meant. I don't like doing the whole porting procedure, because I know I wouldn't be patient enough with all of the bugs preventing compiling. Let me know when it's ported enough to the .net language that it compiles, and I can go from there.

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 Post subject: Re: MirageSource.Net
PostPosted: Tue Apr 21, 2009 8:54 pm 
Asrrin29 wrote:
That's what I meant. I don't like doing the whole porting procedure, because I know I wouldn't be patient enough with all of the bugs preventing compiling. Let me know when it's ported enough to the .net language that it compiles, and I can go from there.


Will do.

The server compiles now, but with no networking, it's kinda useless. Lol.


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 Post subject: Re: MirageSource.Net
PostPosted: Tue Apr 21, 2009 9:57 pm 
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Must say I'm glad to see this coming along steadily.

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 Post subject: Re: MirageSource.Net
PostPosted: Tue Apr 21, 2009 10:17 pm 
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i knew matt was not pefekt now he is late

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 Post subject: Re: MirageSource.Net
PostPosted: Tue Apr 21, 2009 11:15 pm 
Doomy wrote:
i knew matt was not pefekt now he is late


Blame Dugor for it not being released.


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 Post subject: Re: MirageSource.Net
PostPosted: Tue Apr 21, 2009 11:31 pm 
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Doomy wrote:
i knew matt was not pefekt now he is late


Here comes dumbteam again :\

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